That is really nice. It is similar to what I am thinking about. The biggest difference is that I am trying to attempt this in the final fantasy turn based style. Do you happen to have any suggestions or pointers that might help me out?
I'm surprised it still works, this is very early days Storyline Version 1.
Honestly, your features will define how you go about creating this.
When you say turn-based, who is p2 ? AI, or a 2nd human player? If it's a 2nd human player, I would try to include all major functionality in one spot (i.e. slide), similarly to the map I had on that example above. Every other scene/slide is connected to that, sure, but the actual variable flow should take care in just that one slide.
This makes it a more complex design (as opposed to splitting it up to multiple slides) but a much more straightforward branching process (which is what you will be looking at).
I don't know how you want your objects to behave (haven't really played Final Fantasy at all), but if there is any kind of 2d movement, I'd say try to develop a Grid system first and use variables to control those.
Hi David. I basically use a series of states for the character. I have built a little animation engine that will cycle through them when the user clicks on the buttons. I was planning on doing a little video on how it is done but haven't got around to it. Hope that helps.
Hi David, another option I am currently working on: Develop the RPG part with an "easy" game engine such as Construct, and use Storyline for the training part.
With the proper Javascript everything should be fine.
8 Replies
Kinda. A long time ago...
https://community.articulate.com/discussions/building-better-courses/demo-the-conqueror
That is really nice. It is similar to what I am thinking about. The biggest difference is that I am trying to attempt this in the final fantasy turn based style. Do you happen to have any suggestions or pointers that might help me out?
I'm surprised it still works, this is very early days Storyline Version 1.
Honestly, your features will define how you go about creating this.
When you say turn-based, who is p2 ? AI, or a 2nd human player? If it's a 2nd human player, I would try to include all major functionality in one spot (i.e. slide), similarly to the map I had on that example above. Every other scene/slide is connected to that, sure, but the actual variable flow should take care in just that one slide.
This makes it a more complex design (as opposed to splitting it up to multiple slides) but a much more straightforward branching process (which is what you will be looking at).
I don't know how you want your objects to behave (haven't really played Final Fantasy at all), but if there is any kind of 2d movement, I'd say try to develop a Grid system first and use variables to control those.
Good luck with your project.
Hope this helps,
Alex
Great job on this. I was fooling around with the concept of an RPG this past summer. This is as far as I got. Take a look. http://makethisgo.com/demos/rpg/story.html
Richard,
How did you get the walking animation done?
Hi David. I basically use a series of states for the character. I have built a little animation engine that will cycle through them when the user clicks on the buttons. I was planning on doing a little video on how it is done but haven't got around to it. Hope that helps.
I am not sure if this is counted as a RPG.
http://chilp.it/5797ba3
Hi David, another option I am currently working on: Develop the RPG part with an "easy" game engine such as Construct, and use Storyline for the training part.
With the proper Javascript everything should be fine.
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